Modeling Mansions

I was wondering with modeling a house of any size, should i model it all as one hole piece, which i had been doing, or model each piece at a time, so i can texture each piece seperately, because i thought i model my small home as one whole piece and when i use the wooden floor texture, and try to just do the floor, the whole home got wooden floor all over the wall and the roof as well, and i am using the Blender v2.82?

Unless you are doing a low-poly, exterior only model, I would do it in pieces. Texturing is one reason, but it also helps with the modeling as well. For instance, doors and windows can be modeled separately and reused in many places using instancing.

For baseboard, crown moulding, gutters and the like I use a curve with a bevel object. In this way I can use it elsewhere - in edit mode, just add more curve segments and place them where needed. This way if I want to change the profile of the baseboard, I just change the bevel object and the whole house gets an upgrade.

To address the issue you brought up (everything getting the floor texture), you can add multiple materials to a single object. This is still necessary for the above-described modeling method. A window would have several materials: for the wood, the window, and the fittings.

The most straightforward method would be to model each separately and add appropriate materials, and then select the objects and join them together (CTRL-J).

The better way might be to learn how to add materials to an object. Assuming you have modeled a wood door with brass hinges and door knob, first add a material for the wood and another for the hardware. The first material on the list will be applied to the whole object. Then, in edit mode:

  • Select the hardware geometry
  • Select the material for the hardware in the materials panel
  • Press the “Apply” button to apply this material to the selected faces

For reference, you can check out a model I did back in the 2.7 era (it feels like a long time ago):

thank you that was interesting. :+1: